/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2005 Blender Foundation.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#include "../node_shader_util.h"

/* **************** OUTPUT ******************** */

static bNodeSocketTemplate sh_node_normal_map_in[] = {
	{   SOCK_FLOAT, 1, N_("Strength"),	1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
	{	SOCK_RGBA, 1, N_("Color"), 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f},
	{	-1, 0, ""	}
};

static bNodeSocketTemplate sh_node_normal_map_out[] = {
	{	SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
	{	-1, 0, ""	}
};

static void node_shader_init_normal_map(bNodeTree *UNUSED(ntree), bNode *node)
{
	NodeShaderNormalMap *attr = MEM_callocN(sizeof(NodeShaderNormalMap), "NodeShaderNormalMap");
	node->storage = attr;
}

static void node_shader_exec_normal_map(
        void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata),
        bNodeStack **UNUSED(in), bNodeStack **UNUSED(out))
{
}

static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	NodeShaderNormalMap *nm = node->storage;
	GPUNodeLink *negnorm;
	GPUNodeLink *realnorm;
	GPUNodeLink *strength;

	float d[4] = {0, 0, 0, 0};

	if (in[0].link)
		strength = in[0].link;
	else if (node->original) {
		bNodeSocket *socket = BLI_findlink(&node->original->inputs, 0);
		bNodeSocketValueFloat *socket_data = socket->default_value;
		strength = GPU_uniform(&socket_data->value);
	}
	else
		strength = GPU_constant(in[0].vec);

	if (in[1].link)
		realnorm = in[1].link;
	else if (node->original) {
		bNodeSocket *socket = BLI_findlink(&node->original->inputs, 1);
		bNodeSocketValueRGBA *socket_data = socket->default_value;
		realnorm = GPU_uniform(socket_data->value);
	}
	else
		realnorm = GPU_constant(in[1].vec);

	negnorm = GPU_builtin(GPU_VIEW_NORMAL);
	GPU_link(mat, "math_max", strength, GPU_constant(d), &strength);

	const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
	if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD)
		color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
	switch (nm->space) {
		case SHD_SPACE_TANGENT:
			GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
			GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
			GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link);
			/* for uniform scale this is sufficient to match Cycles */
			GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link);
			GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
			return true;
		case SHD_SPACE_OBJECT:
		case SHD_SPACE_BLENDER_OBJECT:
			GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
			GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
			GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
			break;
		case SHD_SPACE_WORLD:
		case SHD_SPACE_BLENDER_WORLD:
			GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
			GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
			break;
	}

	GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm,  &out[0].link);
	GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);

	return true;
}

/* node type definition */
void register_node_type_sh_normal_map(void)
{
	static bNodeType ntype;

	sh_node_type_base(&ntype, SH_NODE_NORMAL_MAP, "Normal Map", NODE_CLASS_OP_VECTOR, 0);
	node_type_socket_templates(&ntype, sh_node_normal_map_in, sh_node_normal_map_out);
	node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
	node_type_init(&ntype, node_shader_init_normal_map);
	node_type_storage(&ntype, "NodeShaderNormalMap", node_free_standard_storage, node_copy_standard_storage);
	node_type_gpu(&ntype, gpu_shader_normal_map);
	node_type_exec(&ntype, NULL, NULL, node_shader_exec_normal_map);

	nodeRegisterType(&ntype);
}
